| name | unreal-enhanced-input |
| description | Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
|
| license | Apache-2.0 |
| compatibility | Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system) |
| metadata | {"engine":"unreal","category":"unreal","difficulty":"intermediate"} |
Unreal Enhanced Input
Wire player input the modern UE5 way with the Enhanced Input system: data-driven Input
Actions and Mapping Contexts instead of the legacy Project Settings axis/action mappings.
Targets UE 5.4+ (Enhanced Input is the default; legacy input is deprecated).
When to use
- Use when adding movement/look/jump/fire input, creating Input Action (
IA_) and Input
Mapping Context (IMC_) assets, applying modifiers/triggers, adding a mapping context to a
player, or binding actions in C++ or Blueprints.
- Use when the project has
IA_*/IMC_* assets or references EnhancedInput.
When not to use: engine-agnostic input architecture (rebinding strategy, buffering,
multi-device design) → input-systems. The Pawn/Character C++ those bindings live in →
unreal-cpp-gameplay.
Core workflow
- Enable the module/plugin. Enhanced Input is on by default in UE5; for C++ binding add
"EnhancedInput" to PublicDependencyModuleNames in *.Build.cs.
- Create Input Actions (
IA_). Each has a Value Type: Digital (bool) for buttons,
Axis1D (float) for triggers, Axis2D (Vector2D) for movement/look.
- Create an Input Mapping Context (
IMC_) that maps keys/buttons to those actions. Use
Modifiers to shape raw input (Negate, Swizzle Input Axis Values, Dead Zone) — e.g. WASD
into one Axis2D needs Negate on A/S and a Swizzle on W/S. Use Triggers (Pressed, Hold,
Tap) to decide when an action fires.
- Add the mapping context to the player via the
EnhancedInputLocalPlayerSubsystem
(AddMappingContext(IMC, Priority)), usually in BeginPlay/possession.
- Bind actions to handlers by
ETriggerEvent (Triggered, Started, Completed, …) on
the EnhancedInputComponent, and read the FInputActionValue in the handler.
- Verify in PIE; the Enhanced Input debugging console commands
(
showdebug enhancedinput) show which actions trigger and their values.
Patterns
1. Add the mapping context (C++ Character)
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
if (APlayerController* PC = Cast<APlayerController>(GetController()))
if (ULocalPlayer* LP = PC->GetLocalPlayer())
if (auto* Subsystem = LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
2. Bind actions and read values
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* InputComponent)
{
Super::SetupPlayerInputComponent(InputComponent);
if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent))
{
EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
EIC->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EIC->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
}
}
void AMyCharacter::Move(const FInputActionValue& Value)
{
const FVector2D Axis = Value.Get<FVector2D>();
AddMovementInput(GetActorForwardVector(), Axis.Y);
AddMovementInput(GetActorRightVector(), Axis.X);
}
3. Blueprint equivalent (node flow)
Event BeginPlay
-> Get Controller -> Cast To PlayerController -> Get Local Player
-> Get EnhancedInputLocalPlayerSubsystem -> Add Mapping Context (IMC_Default, Priority 0)
// IA_Move is exposed as its own event node in the Character's Event Graph:
EnhancedInputAction IA_Move (Triggered)
-> Action Value (Vector2D) -> Add Movement Input (Forward * Y, Right * X)
Pitfalls
- No input at all — the mapping context was never added (
AddMappingContext), or the
player has no Local Player yet. Add it after possession/BeginPlay.
- Link/compile error binding in C++ —
"EnhancedInput" isn't in Build.cs
PublicDependencyModuleNames.
- WASD only moves on two keys / wrong axis — Axis2D needs Modifiers: Negate on the
negative keys (A, S) and a Swizzle Input Axis Values on the vertical (W/S) so both axes map
correctly. Raw bindings without modifiers misbehave.
Get<FVector2D>() returns zero — value-type mismatch: the Input Action is Digital/Axis1D,
not Axis2D. Match the Get<T>() to the action's Value Type.
- Action fires every frame unexpectedly —
Triggered repeats while held for a Down trigger;
use Started/Completed for one-shots (jump press/release), or a Pressed/Tap trigger.
- Two contexts fight — multiple mapping contexts stack by Priority; a higher-priority
context can consume a key. Manage with priorities and
RemoveMappingContext.
References
- For a complete first-/third-person C++ Character with Enhanced Input (header + source,
including look/jump and a control-rebind note), read
references/cpp-setup.md.
- Primary docs: "Enhanced Input in Unreal Engine"
(
https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine).
Related skills
input-systems — engine-agnostic input architecture and rebinding strategy.
unreal-cpp-gameplay — the Character/Pawn class and module setup.
fps-shooter — composes input with a 3D controller and shooting.